#if !defined(vr_client_info_h) #define vr_client_info_h #define NUM_WEAPON_SAMPLES 10 typedef struct { bool in_camera; // cinematic camera taken over bool using_screen_layer; float fov; bool immersive_cinematics; bool weapon_stabilised; bool right_handed; bool player_moving; int weaponid; int lastweaponid; bool mountedgun; vec3_t hmdposition; vec3_t hmdposition_last; // Don't use this, it is just for calculating delta! vec3_t hmdposition_delta; vec3_t hmdorientation; vec3_t hmdorientation_last; // Don't use this, it is just for calculating delta! vec3_t hmdorientation_delta; vec3_t weaponangles_knife; vec3_t weaponangles; vec3_t weaponangles_last; // Don't use this, it is just for calculating delta! vec3_t weaponangles_delta; vec3_t clientviewangles; //orientation in the client - we use this in the cgame float snapTurn; // how much turn has been applied to the yaw by joystick vec3_t weaponposition; vec3_t weaponoffset; float weaponoffset_timestamp; vec3_t weaponoffset_history[NUM_WEAPON_SAMPLES]; float weaponoffset_history_timestamp[NUM_WEAPON_SAMPLES]; bool pistol; // True if the weapon is a pistol //Lots of scope weapon stuff bool scopeengaged; // Scope has been engaged on a scoped weapon bool scopedweapon; // Weapon scope is available bool scopedetached; // Scope has been detached from weapon bool detachablescope; // Scope can be detached from weapon bool hasbinoculars; bool velocitytriggered; // Weapon attack triggered by velocity (knife) vec3_t offhandangles; vec3_t offhandangles_last; // Don't use this, it is just for calculating delta! vec3_t offhandangles_delta; vec3_t offhandposition; vec3_t offhandoffset; ////////////////////////////////////// // Test stuff for weapon alignment ////////////////////////////////////// char test_name[256]; float test_scale; vec3_t test_angles; vec3_t test_offset; } vr_client_info_t; #ifndef JKVR_CLIENT extern vr_client_info_t *vr; #endif #endif //vr_client_info_h